summaryrefslogtreecommitdiffhomepage
path: root/StarsEx/Component.cpp
diff options
context:
space:
mode:
authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/Component.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
downloadstarshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip
starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz
starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/Component.cpp')
-rw-r--r--StarsEx/Component.cpp175
1 files changed, 175 insertions, 0 deletions
diff --git a/StarsEx/Component.cpp b/StarsEx/Component.cpp
new file mode 100644
index 0000000..97e1460
--- /dev/null
+++ b/StarsEx/Component.cpp
@@ -0,0 +1,175 @@
+/* Starshatter: The Open Source Project
+ Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
+ Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
+ Copyright (c) 1997-2006, Destroyer Studios LLC.
+
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Generic ship system sub-component class
+*/
+
+#include "Component.h"
+#include "System.h"
+#include "Game.h"
+
+// +----------------------------------------------------------------------+
+
+ComponentDesign::ComponentDesign()
+: repair_time(0.0f), replace_time(0.0f), spares(0), affects(0)
+{ }
+
+// +----------------------------------------------------------------------+
+
+ComponentDesign::~ComponentDesign()
+{ }
+
+// +----------------------------------------------------------------------+
+
+Component::Component(ComponentDesign* d, System* s)
+: design(d), system(s),
+status(NOMINAL), availability(100.0f), time_remaining(0.0f),
+spares(0), jerried(0)
+{
+ if (design)
+ spares = design->spares;
+}
+
+// +----------------------------------------------------------------------+
+
+Component::Component(const Component& c)
+: design(c.design), system(c.system),
+status(c.status), availability(c.availability), time_remaining(c.time_remaining),
+spares(c.spares), jerried(c.jerried)
+{
+}
+
+// +--------------------------------------------------------------------+
+
+Component::~Component()
+{ }
+
+// +--------------------------------------------------------------------+
+
+void
+Component::ExecMaintFrame(double seconds)
+{
+ if (status > NOMINAL) {
+ time_remaining -= (float) seconds;
+
+ // when repairs are complete:
+ if (time_remaining <= 0) {
+ if (status == REPAIR) {
+ // did we just jerry-rig a failed component?
+ if (availability < 50)
+ jerried++;
+
+ if (jerried < 5)
+ availability += 50.0f - 10 * jerried;
+ if (availability > 100) availability = 100.0f;
+ }
+ else {
+ availability = 100.0f;
+ }
+
+ if (availability > 99)
+ status = NOMINAL;
+ else if (availability > 49)
+ status = DEGRADED;
+ else
+ status = CRITICAL;
+
+ time_remaining = 0.0f;
+
+ if (system)
+ system->CalcStatus();
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Component::ApplyDamage(double damage)
+{
+ availability -= (float) damage;
+ if (availability < 1) availability = 0.0f;
+
+ if (status < REPLACE) {
+ if (availability > 99)
+ status = NOMINAL;
+ else if (availability > 49)
+ status = DEGRADED;
+ else
+ status = CRITICAL;
+ }
+
+ if (system)
+ system->CalcStatus();
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Component::Repair()
+{
+ if (status < NOMINAL) {
+ status = REPAIR;
+ time_remaining = design->repair_time;
+
+ if (system)
+ system->CalcStatus();
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Component::Replace()
+{
+ if (status <= NOMINAL) {
+ status = REPLACE;
+ spares--;
+ time_remaining = design->replace_time;
+
+ if (system)
+ system->CalcStatus();
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+float
+Component::Availability() const
+{
+ if (status > NOMINAL && availability > 50)
+ return 50.0f;
+
+ return availability;
+}
+
+float
+Component::TimeRemaining() const
+{
+ return (float) time_remaining;
+}
+
+int
+Component::SpareCount() const
+{
+ return spares;
+}
+
+bool
+Component::IsJerried() const
+{
+ return jerried?true:false;
+}
+
+int
+Component::NumJerried() const
+{
+ return jerried;
+} \ No newline at end of file